it is keeping track of armor values and hit points within MapTools. They don't easily see the result of attacks on them or on their targets. They don't see their hit points going down until it's too late.
Then the title of your post is misleading... you now seem to be indicating that your players aren't looking for "exciting combat" they're looking for a way to be able to tell what's going on.
So that indicates some critical flaws with your framework. Players can't be expected to be engaged if they're unable to tell what's going on.
But, to be honest, I actually think it's probably just as likely that they're not paying enough attention while playing and have scapegoated the environment. They have a responsibility to pay attention, seek clarification of situational awareness if there is doubt, and focus on the game in order for it to work under the conditions that it's being played (i.e. voice only through a VTT). For example, it sounds like there are multiple ways for them to be able to see their HPs... status bars, a character sheet, & chat output (and you could put it in the stat sheet easily enough if it isn't already there).
Without knowing if they are they surfing the web, reading/answering emails, watching tv, playing other games, and generally not prioritizing their focus on the game while playing... it's tough to tell whether their own behavior isn't a contributing factor.
It's not all that complicated. Yes, they need to be able to see the status of their characters easily. And, yes, the gaming environment needs to engage them (of which there are many suggestions in this thread about how to ratchet that up). But, game focus has to be a given as well.
So, sure, if they can't see their character status easily... that's an issue. But I suspect you'd have been more aware of that well before now if that was the root of the problem.